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Messages - Mr. Death

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31
DFRPG / Re: Cost to ignore Armor?
« on: August 31, 2020, 05:27:04 PM »
You can still do that right through the armour. It's only slightly harder.

And OW gives trolls only Inhuman Toughness, so this is actually half as effective as Claws or an applicable stunt.
Not "slightly" harder. Even Armor:1 presents a significant setback to damage dealing, and can lengthen a fight significantly on its own.

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Again, the extra stress boxes are more important than the armour. Catch is still relevant.
Very arguable. Extra stress boxes might increase the amount of damage they can take, but armor can negate damage entirely. In essence, this stunt takes a character who could not damage a supernatural creature at all without doing extra research and finding specific items, and makes them a character who can literally just punch everything to death without any extra time or effort spent, unless that thing has full immunity to damage.

Put it this way: Your standard issue Red Court Vampire can take 1-shift hits indefinitely without taking damage. A human in a fist-fight with one has very little chance of defeating them at all unless they consistently beat their defenses by a wide margin.

With this stunt, the human in a fist fight only has to land six one-shift hits to win. He doesn't have to go find holy water, or arm himself in any way.

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Yes, of course. That's what happens when you spend Refresh on combat stuff.
And -1 refresh is enough to straight up invalidate the defenses of a character who's had to spend far more refresh to be able to give themselves Armor:4?

A feet-in-the-water neophyte to Surtur is going to be able to punch straight through armor handcrafted by Mab's Right-Hand-Woman, that saw Harry Dresden get through an apocalyptic battle royale unscathed?

The only power that does anything close to this not only has a very restricted set of prerequisites, but also requires an additional fate point every scene it's active.

Now I'd be in favor of a stunt that can get around specific types of armor, or in specific situations. For instance, I had a player once who wanted a Rogue-ish character, so she came up with a stunt that let the character negate armor if he attacked from a successful ambush. I was fine with that, because it was narrowly tailored and made sense. She wasn't going to be simply negating armor in every single attack in every single combat just because.

Every ability needs some kind of in-story justification that makes sense. And the reasons that the various characters have armor is far too diverse to justify being able to get through all of them, in any situation, with any weapon (or even without one) with the same -1 refresh stunt.

32
DFRPG / Re: Cost to ignore Armor?
« on: August 31, 2020, 02:29:38 PM »
Because it's not especially good.

Look at the numbers; it's usually just a normal stunt.

Bear in mind, the main benefit of Toughness is the extra stress boxes. The armour is not as big a deal.

I disagree. Without the armor, then an unarmed human could just punch to death a troll, racking up tiny stress hits round after round. With the armor, that kind of strategy is impossible.
I have three uses in mind for this:

- A power granted to Emissaries of certain beings of destruction, such as Surtur, who don't have nearly enough power to get the full Sword of the Cross ability

-A power belonging to certain demons, basically for the same reason + a bit of an intentional "parody" of the Sword ability

- A super-entropic Outsider attack
Any of those I might allow to reduce a toughness level on things they're specifically against, a la the Faerie sponsored magics, but a blanket 'get through armor' effect makes no sense to me and doesn't fit.

Say you have a wizard who's got Soulfire, by canon one of the rarest, strongest abilities a wizard can get, with a sponsor that's so powerful, that its low level agents could rend the planet by accident, with a huge refresh cost. The wizard spends extra refresh to boost his control and power, and an Armor:4 spell is easy.

And your dude with a -1 refresh power sponsored by an old and unworshipped power like Surtur can just ignore it?

Without doing any additional work?

Without doing any research to get around the defenses that the wizard spent several refresh for?

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Yeah, that's the inspiration. But this is a far weaker ability.
Not really. Nearly every monster type on Our World has armor of some sort, and they all require a catch to get around. Even Armor:1 can make a huge difference over the course of a fight, andn this removes it.

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Because they don't expect to fight a lot of things with Armor 3 or more? (Which is pretty much just Mythic Toughness or defensive Enchanted Items).
It's super useful even against Armor:1 and 2, which the vast majority of creatures have. You don't have to make sure you have an iron weapon against Faeries because you can just punch them. You don't have to worry about having holy items or ways of creating fire against Black Court, because you can just punch them.

You don't have to worry about doing any of the investigation and research that the Catch is built around, because for a measly -1 refresh, you can just bypass the strongest protections the setting offers.

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In most situations, this is weaker than a straightforward +2 stress. It just can be very good if you end up fighting someone like Ebenezer McCoy.
Here's the thing, though -- it's going to apply to almost every combat situation. Nearly every wizard PC or NPC I've ever seen packs armor. Nearly every supernatural creature in Our World has a toughness power. It's trivial to give goons things like flak jackets and such.

A character with this stunt is absolutely better in any combat situation than a character without it.

33
DFRPG / Re: Cost to ignore Armor?
« on: August 29, 2020, 01:31:53 PM »
I don't think it's appropriate for a power at all, let alone one costing as little as -1 refresh.

What's the justification for straight up ignoring any kind of equipment, magical or otherwise? What's the justification for essentially negating an entire class of powers across the board? What's the justification for removing the whole point of the Catch?

The closest thing to what you're suggesting is the Swords of the Cross, and to get that kind of effect the wielders not only need to be a specific character type and have an exceedingly rare item, but they also have to spend an additional fate point for any scene in which they want to use that power.

If I were GMing the game I would absolutely not allow a player to declare that they'll bypass any and all armor with any attack no matter what for the measly cost of -1 refresh.

Why would any character who's going into combat not take this power?

34
DFRPG / Re: DFRPG Youtube Videos
« on: August 26, 2020, 08:59:52 PM »

35
DFRPG / Re: Resisiting a compel with magic. Can you?
« on: August 25, 2020, 08:34:20 PM »
The thing to remember is that a compel is a gameplay term.

It is not a story term.

Harry isn't using magic to resist a compel. He's using magic to resist an in-story consequence of his magic.

To put it another way, Harry putting up that spell is basically him creating a block against himself hexing things; if Harry was compelled, that means that the GM holds up a fate point and goes, "Your magic shorts everything out and gets you noticed, take it or spend a fate point so it doesn't happen."

If anything, it's Harry's aspect as a wizard that's being compelled, so he couldn't invoke that same aspect to get out of it.

36
DFRPG / Re: DFRPG Youtube Videos
« on: August 23, 2020, 05:05:49 PM »
That's also a good idea.

Also as I'm writing up the Aspects outline, I'm thinking that character aspects specifically and character creation is probably enough for a video on its own.

37
DFRPG / Re: New custom power
« on: August 23, 2020, 03:51:53 PM »
This feels like it could just be an aspect and compels to me.

38
DFRPG / Re: DFRPG Youtube Videos
« on: August 23, 2020, 12:57:46 AM »
That's a really good idea. In fact, I think Aspects is probably the first I should do, since it's the foundation of the system.

39
DFRPG / DFRPG Youtube Videos
« on: August 21, 2020, 12:26:41 AM »
So, I've been thinking of doing a set of videos about DFRPG explaining things about the system, inspired by video series like the Dungeon Dudes for DnD 5e.

So, what topics do you think would be useful for new players, or as rules clarifications?

The ones I have in mind are:
1. Aspects
2. What the skills do, and how the stacking system works
3. Combat and Conflicts
3a. Stress and Consequences
4. Spellcasting -- Evocation

5. Spellcasting -- Thaumaturgy
6. Powers
7. Stunts

40
In my games, I allowed the mage to expend an additional 2 shifts to carve out themselves from a spell, similar to how you could use 2 shifts of a spell to exclude yourself from the penalty of a veil.

41
DFRPG / Re: Mental Toughness
« on: August 21, 2020, 12:23:28 AM »
I think, from reading Paranet Papers, the Catch for Mental Toughness works differently than for physical toughness. It's less, "Find this thing and wave it at them," and more, "This is a personal phobia or trauma that will get at their head."

So I don't think something as general as "Vanity" fits. It would have to be something particular and personal to them.

42
DF Spoilers / Re: Why Can't Eb Just Be Honest With Harry?
« on: July 21, 2020, 05:40:43 PM »
Are we forgetting that a White Court Vampire seduced and then murdered Ebenezer's daughter?

What makes you think there has to be some other, hidden reason for him to hate vampires besides that?

Does Harry have some other, hidden reason for why he hates ghouls aside from the fact ghouls did horrible things to people Harry cared about?

It's really not that complicated.

43
DF Spoilers / Re: why little or no ivy
« on: July 21, 2020, 01:19:06 PM »
Don't forget that Peace Talks is basically half a story.

You wouldn't stop half-way through Proven Guilty and gripe that Molly hasn't gotten enough screentime, would you?

44
Marcone wouldn't have hurt the child. And he likely wouldn't have killed Justine either. But he considered it, and rightly so. Gender and beauty aside, someone had just used and manipulated him, resulting in his own arm being broken, his people being injured, his resources being spent, and his defenses being revealed. If Justine had been some guy, we wouldn't think twice about Marcone making them pay for what they did.
The confrontation starts with Marcone having to be talked into saving the kid, because by rights the kid belongs to the Fomor. He didn't seem too broken up about the prospect of giving Justine and the child back to the Fomor until Justine pours on the extra guilt.

And you're missing the point -- he didn't consider killing Justine as retaliation for her manipulation.

He considered killing Justine because she knew too much; not because she wronged him, but because murdering her might make murdering someone else easier.

45
DF Spoilers / Re: What is Lara's problem? [PT Spoilers!]
« on: July 21, 2020, 01:08:28 PM »
She was nearly drained, too -- when people are hungry, they don't necessarily think as rationally as they would otherwise.

Lara is near a breaking point -- Thomas nearly dead, the whole city about to be plunged into Chaos, and a mortal world aware of vampires is one that will kill her.

She's not acting like she normally would, which is the point -- this is an extraordinary circumstance even by her standards, and everyone has a breaking point.

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